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@@ -95,7 +95,7 @@ function npcActor({ key, name, type, img, token, stats, health, skills, notes, s
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const aRostova = npcActor({
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key: "rostova", name: "Dr. Elena Rostova", type: "npc",
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img: `${A}/token-rostova.svg`, token: `${A}/token-rostova.svg`,
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img: `${A}/token-rostova.png`, token: `${A}/token-rostova.png`,
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stats: { str: 10, con: 10, dex: 11, int: 15, pow: 12, cha: 11 }, health: 10, san: 0,
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skills: { computer_science: 70, science: 0, sigint: 40, first_aid: 30, alertness: 40 },
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shortDescription: "FAA facility technician — deceased, flash-frozen.",
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@@ -104,7 +104,7 @@ const aRostova = npcActor({
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const aVance = npcActor({
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key: "vance", name: "Deputy Marcus Vance (Changed)", type: "unnatural",
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img: `${A}/token-vance.svg`, token: `${A}/token-vance.svg`,
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img: `${A}/token-vance.png`, token: `${A}/token-vance.png`,
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stats: { str: 17, con: 16, dex: 16, int: 6, pow: 15, cha: 3 }, health: 16,
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san: { failed: "1D6", success: "1" },
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skills: { alertness: 60, athletics: 70, dodge: 50, melee_weapons: 65, unarmed_combat: 55 },
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@@ -115,7 +115,7 @@ const aVance = npcActor({
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const aTear = npcActor({
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key: "tear", name: "The Tear (Static Between Stations)", type: "unnatural",
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img: `${A}/token-entity.svg`, token: `${A}/token-entity.svg`,
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img: `${A}/token-entity.png`, token: `${A}/token-entity.png`,
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stats: { str: 20, con: 30, dex: 20, int: 20, pow: 25, cha: 1 }, health: 30,
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san: { failed: "1D20", success: "1D6" },
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skills: { alertness: 90, dodge: 80 },
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@@ -246,7 +246,7 @@ const journalArr = [
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].map((j) => { delete j._key; return j; });
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// ---------------------------------------------------------------- scenes
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function gridCfg() { return { type: 1, size: 100, style: "solidLines", thickness: 1, color: "#59ff87", alpha: 0.12, distance: 5, units: "ft" }; }
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function gridCfg() { return { type: 1, size: 200, style: "solidLines", thickness: 1, color: "#59ff87", alpha: 0.10, distance: 5, units: "ft" }; }
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function sceneToken(actor, x, y, hidden = false) {
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const tid = id(`fa-tok-${actor._id}-${x}-${y}`);
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return { _id: tid, name: actor.name, actorId: actor._id, actorLink: false,
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@@ -264,11 +264,12 @@ function scene(key, name, bg, w, h, tokens, notesFlag) {
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folder: fScenes._id, sort: 0, ownership: { default: 0 }, flags: {}, _stats: STATS,
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};
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}
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// Maps are 2x PNGs (200 px / 5-ft square) so they stay crisp when zoomed in.
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const scenes = [
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scene("1-arrival", "Scene 1 — The Arrival (Compound)", "map-compound.svg", 2600, 1800, []),
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scene("2-server", "Scene 2 — The Server Room", "map-server-room.svg", 1800, 1400, [sceneToken(aRostova, 900, 780)]),
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scene("3-dome", "Scene 3 — The Radar Dome", "map-radar-dome.svg", 2000, 2000,
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[sceneToken(aVance, 1000, 1000), sceneToken(aTear, 1000, 1000, true)]),
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scene("1-arrival", "Scene 1 — The Arrival (Compound)", "map-compound.png", 5200, 3600, []),
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scene("2-server", "Scene 2 — The Server Room", "map-server-room.png", 3600, 2800, [sceneToken(aRostova, 1800, 1560)]),
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scene("3-dome", "Scene 3 — The Radar Dome", "map-radar-dome.png", 4000, 4000,
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[sceneToken(aVance, 2000, 2000), sceneToken(aTear, 2000, 2000, true)]),
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];
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// ---------------------------------------------------------------- adventure
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@@ -531,3 +531,140 @@
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border: 1px solid var(--dg2-hairline);
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border-radius: 4px;
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}
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/* ------------------------------------------------------------------ */
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/* Delta Green 2 - pause overlay (radar scope) */
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/* ------------------------------------------------------------------ */
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#pause.dg2-pause {
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background: none;
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display: flex;
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flex-direction: column;
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align-items: center;
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gap: 14px;
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}
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#pause.dg2-pause img { display: none; }
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.dg2-pause-scope {
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position: relative;
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width: 190px;
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height: 190px;
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border-radius: 50%;
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overflow: hidden;
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border: 1px solid rgba(138, 163, 83, 0.5);
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background:
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radial-gradient(circle at 50% 50%, rgba(138, 163, 83, 0.10), rgba(10, 13, 16, 0.85) 70%);
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box-shadow: 0 0 40px rgba(0, 0, 0, 0.75), inset 0 0 30px rgba(0, 0, 0, 0.6);
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}
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.dg2-pause-ring {
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position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%);
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border: 1px solid rgba(138, 163, 83, 0.30); border-radius: 50%;
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}
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.dg2-pause-ring.r1 { width: 32%; height: 32%; }
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.dg2-pause-ring.r2 { width: 64%; height: 64%; }
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.dg2-pause-ring.r3 { width: 94%; height: 94%; }
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.dg2-pause-cross::before, .dg2-pause-cross::after {
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content: ""; position: absolute; background: rgba(138, 163, 83, 0.22);
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}
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.dg2-pause-cross::before { left: 50%; top: 4%; bottom: 4%; width: 1px; }
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.dg2-pause-cross::after { top: 50%; left: 4%; right: 4%; height: 1px; }
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.dg2-pause-wedge {
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position: absolute; inset: 0; border-radius: 50%;
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animation: dg2-pause-spin 4s linear infinite;
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background: conic-gradient(from 0deg at 50% 50%,
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rgba(214, 240, 170, 0.85) 0deg,
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rgba(138, 163, 83, 0) 6deg,
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rgba(138, 163, 83, 0) 240deg,
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rgba(138, 163, 83, 0.16) 310deg,
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rgba(138, 163, 83, 0.45) 348deg,
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rgba(214, 240, 170, 0.85) 360deg);
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}
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.dg2-pause-beam {
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position: absolute; left: calc(50% - 1.5px); top: 3%; width: 3px; height: 47%;
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transform-origin: bottom center;
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animation: dg2-pause-spin 4s linear infinite;
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background: linear-gradient(to top, rgba(230, 248, 195, 1), rgba(183, 216, 115, 0));
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box-shadow: 0 0 12px rgba(183, 216, 115, 0.8);
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}
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.dg2-pause-hub {
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position: absolute; left: 50%; top: 50%; width: 10px; height: 10px;
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transform: translate(-50%, -50%); border-radius: 50%;
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background: #c9e59a; box-shadow: 0 0 10px rgba(183, 216, 115, 0.9);
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}
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.dg2-pause-blip {
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position: absolute; width: 6px; height: 6px; border-radius: 50%;
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background: #c9e59a; box-shadow: 0 0 8px rgba(183, 216, 115, 0.9);
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opacity: 0; animation: dg2-pause-blip 4s linear infinite;
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}
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.dg2-pause-blip.b1 { left: 64%; top: 36%; animation-delay: -0.6s; }
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.dg2-pause-blip.b2 { left: 40%; top: 62%; animation-delay: -2.4s; }
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@keyframes dg2-pause-spin { to { transform: rotate(360deg); } }
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@keyframes dg2-pause-blip { 0% { opacity: 0.95; } 14% { opacity: 0.45; } 32% { opacity: 0; } 100% { opacity: 0; } }
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.dg2-pause-caption {
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display: flex; flex-direction: column; align-items: center; gap: 4px;
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font-family: "PublicSans", sans-serif;
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}
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.dg2-pause-title {
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font-size: 1.5rem; font-weight: 800; letter-spacing: 8px; text-transform: uppercase;
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color: #e6ecef; text-shadow: 0 0 18px rgba(138, 163, 83, 0.55);
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animation: dg2-pause-flicker 3.2s infinite;
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}
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.dg2-pause-sub {
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font-size: 0.72rem; letter-spacing: 4px; color: #8aa353; text-transform: uppercase;
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}
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@keyframes dg2-pause-flicker {
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0%, 100% { opacity: 1; }
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92% { opacity: 1; }
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93% { opacity: 0.35; }
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94% { opacity: 1; }
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96% { opacity: 0.6; }
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97% { opacity: 1; }
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}
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/* ------------------------------------------------------------------ */
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/* Delta Green 2 - critical event chat cards */
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/* ------------------------------------------------------------------ */
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.chat-message.dg2-msg-providence { border-left-color: #d6b45a; }
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.chat-message.dg2-msg-providence .dg2-card-strip .dg2-card-type { color: #e8cd7a; }
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.chat-message.dg2-msg-providence .dg2-chip {
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color: #e8cd7a; background: rgba(214, 180, 90, 0.12); border-color: rgba(214, 180, 90, 0.5);
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}
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.chat-message.dg2-msg-calamity { border-left-color: #8b1a12; }
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.chat-message.dg2-msg-calamity { animation: dg2-calamity-in 0.6s ease-out; }
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.chat-message.dg2-msg-calamity .dg2-card-strip .dg2-card-type { color: #ff6a4d; }
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.chat-message.dg2-msg-calamity .dg2-chip {
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color: #ff8d75; background: rgba(139, 26, 18, 0.2); border-color: rgba(184, 50, 38, 0.6);
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}
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@keyframes dg2-calamity-in {
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0% { transform: translateX(0); }
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20% { transform: translateX(-4px); }
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40% { transform: translateX(4px); }
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60% { transform: translateX(-2px); }
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80% { transform: translateX(2px); }
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100% { transform: translateX(0); }
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}
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.dg2-crit-event .dg2-crit-lede {
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font-size: 0.85rem; color: #aeb9c0; margin: 2px 0 6px;
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}
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.dg2-crit-event .dg2-crit-text {
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font-size: 0.9rem; line-height: 1.45; color: #e6ecef;
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border-top: 1px solid #272b32; padding-top: 6px;
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}
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+4
-1
@@ -402,5 +402,8 @@
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"DG2.Chat.LethalForce": "Lethal Force",
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"DG2.Chat.TheUnnatural": "The Unnatural",
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"DG2.Chat.EyesOnly": "Delta Green // Eyes Only",
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"DG2.Chat.Target": "Target"
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"DG2.Chat.Target": "Target",
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"DG2.PausedSub": "All stations hold // awaiting Handler",
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"DG.Settings.criticalEvents.name": "Critical Events (Home Rule)",
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"DG.Settings.criticalEvents.hint": "A natural 01 on a percentile test triggers a d6 Providence boon; a natural 00 triggers a d6 Calamity. Escalating tables, announced in chat; the Handler applies effects."
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}
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+45
-11
@@ -221,23 +221,57 @@ Hooks.once("diceSoNiceReady", (dice3d) => {
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}
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});
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Hooks.on("renderGamePause", function (_, html, options) {
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if (options.cssClass !== "paused") return;
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/**
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* Replace the stock pause spinner with the DG2 radar-scope animation.
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* Idempotent: safe to call on every render/toggle; skips if already applied.
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* Wired to BOTH renderGamePause and pauseGame so the scope appears no matter
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* which path Foundry takes when the pause state changes.
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*/
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function applyDG2PauseOverlay(element) {
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try {
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const gamePausedOverrideText = game.i18n.translations.DG.MissionPaused;
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const el = element ?? document.getElementById("pause");
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if (!el || !game.paused) return;
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if (el.querySelector(".dg2-pause-scope")) return; // already applied
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if (typeof gamePausedOverrideText === "undefined") {
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return;
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}
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const caption = game.i18n.translations.DG?.MissionPaused ?? "Mission Paused";
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const sub =
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game.i18n.translations.DG2?.PausedSub ??
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"All stations hold // awaiting Handler";
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html.querySelector("figcaption").textContent = gamePausedOverrideText;
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html.querySelector("img").classList.remove("fa-spin"); // I don't like the logo spinning personally
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} catch {
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// noop
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el.classList.add("dg2-pause");
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el.innerHTML = `
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<div class="dg2-pause-scope" aria-hidden="true">
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<span class="dg2-pause-ring r1"></span>
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<span class="dg2-pause-ring r2"></span>
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<span class="dg2-pause-ring r3"></span>
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<span class="dg2-pause-cross"></span>
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<span class="dg2-pause-wedge"></span>
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<span class="dg2-pause-beam"></span>
|
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<span class="dg2-pause-hub"></span>
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<span class="dg2-pause-blip b1"></span>
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<span class="dg2-pause-blip b2"></span>
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</div>
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<figcaption class="dg2-pause-caption">
|
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<span class="dg2-pause-title">${caption}</span>
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<span class="dg2-pause-sub">${sub}</span>
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</figcaption>`;
|
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} catch (ex) {
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console.warn("Delta Green 2 | pause overlay failed", ex);
|
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}
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}
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Hooks.on("renderGamePause", (_app, html) => {
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const el = html instanceof HTMLElement ? html : html?.[0];
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applyDG2PauseOverlay(el);
|
||||
});
|
||||
|
||||
Hooks.on("pauseGame", () => {
|
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// Run after Foundry finishes its own pause render/toggle.
|
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setTimeout(() => applyDG2PauseOverlay(), 60);
|
||||
});
|
||||
|
||||
Hooks.once("ready", () => applyDG2PauseOverlay());
|
||||
|
||||
function addEventListenerToChatMessage(element) {
|
||||
element.addEventListener("click", (event) => {
|
||||
const btnWithAction = event.target.closest("button[data-action]");
|
||||
|
||||
@@ -0,0 +1,123 @@
|
||||
/**
|
||||
* Delta Green 2 home rule — critical events.
|
||||
*
|
||||
* A natural 01 on any percentile test triggers PROVIDENCE: a d6 roll on an
|
||||
* escalating table of boons (1 = a small mercy, 6 = the whole cell benefits).
|
||||
* A natural 00 (100) triggers CALAMITY: a d6 roll on an escalating table of
|
||||
* misfortunes (1 = bad but not crippling, 6 = everyone at the table pays).
|
||||
*
|
||||
* Events are announced with a dramatic chat card; the Handler applies the
|
||||
* mechanical effects. Toggled by the `criticalEvents` automation setting.
|
||||
*/
|
||||
import { tagRollDice } from "../integrations/dice-so-nice.js";
|
||||
|
||||
const PROVIDENCE = [
|
||||
{
|
||||
title: "A MOMENT OF CLARITY",
|
||||
text: "For one impossible second, the world makes sense. The static in the Agent's head goes quiet. <b>Recover 1D4 SAN.</b>",
|
||||
},
|
||||
{
|
||||
title: "MUSCLE MEMORY",
|
||||
text: "Training the Agent forgot they had takes over completely. <b>Mark this skill for improvement</b> as if it had been earned the hard way — and it costs nothing tonight.",
|
||||
},
|
||||
{
|
||||
title: "ADRENALINE EDGE",
|
||||
text: "Time dilates. Every detail is crystal. The Agent gains <b>+20% to their next test this scene</b>, any skill.",
|
||||
},
|
||||
{
|
||||
title: "THE PROGRAM PROVIDES",
|
||||
text: "Against all odds, exactly the right thing is at hand — a spare magazine, a working flashlight, a door someone forgot to lock. <b>Recover 1D4 WP and gain +20% to the Agent's next test this scene.</b>",
|
||||
},
|
||||
{
|
||||
title: "UNTOUCHABLE",
|
||||
text: "Tonight, the dark looks elsewhere. <b>The next attack or hazard that would harm the Agent this scene misses, glances off, or simply… doesn't.</b>",
|
||||
},
|
||||
{
|
||||
title: "THE CELL IN PERFECT SYNC",
|
||||
text: "One flawless action locks the whole team into rhythm — hand signals, breath, heartbeat. <b>Every Agent in the scene recovers 1 WP and gains +20% to their next test.</b> For a moment, Delta Green is winning.",
|
||||
},
|
||||
];
|
||||
|
||||
const CALAMITY = [
|
||||
{
|
||||
title: "EQUIPMENT FAILURE",
|
||||
text: "The tool betrays its owner — the weapon jams, the lockpick snaps, the radio dies mid-word. <b>The item used is fouled or broken until repaired or reloaded.</b> Bad. Not crippling. Yet.",
|
||||
},
|
||||
{
|
||||
title: "BLOOD ON THE SNOW",
|
||||
text: "A misstep, a torn seam, an edge in the dark. <b>The Agent takes 1D4 damage</b> — nothing fatal, but it will be felt for the rest of the night.",
|
||||
},
|
||||
{
|
||||
title: "RATTLED",
|
||||
text: "The failure gets inside. Hands shake; the checklist scatters. <b>The Agent loses 1D4 WP and takes −20% on their next test this scene.</b>",
|
||||
},
|
||||
{
|
||||
title: "SOMETHING NOTICED",
|
||||
text: "In the wake of the blunder there is a pause — the sense of an ear turning. <b>The Agent makes a SAN test (0/1D4).</b> Whatever is out there now knows one of their names.",
|
||||
},
|
||||
{
|
||||
title: "THE PRICE IS PAID IN FULL",
|
||||
text: "Everything that could go wrong, does, at once. <b>The Agent takes 1D6 damage AND their equipped item is dropped or broken.</b> Somewhere, quietly, a door that was closed is now open.",
|
||||
},
|
||||
{
|
||||
title: "IT SEES ALL OF YOU",
|
||||
text: "The failure tears something open, and for a heartbeat every Agent stands in the light of it. <b>Everyone in the scene loses 0/1D4 SAN and takes −20% on their next test.</b> Radios whisper. Lights gutter. It knows the cell exists.",
|
||||
},
|
||||
];
|
||||
|
||||
/**
|
||||
* Check an evaluated percentile roll for a natural 01 / 00 and, if the
|
||||
* home rule is enabled and the roller is an Agent, post the event card.
|
||||
*
|
||||
* @param {DGPercentileRoll} roll - the evaluated roll (post-toChat).
|
||||
* @returns {Promise<ChatMessage|null>}
|
||||
*/
|
||||
export async function maybeTriggerCriticalEvent(roll) {
|
||||
try {
|
||||
if (!game.settings.get("deltagreen2", "criticalEvents")) return null;
|
||||
if (roll.actor?.type !== "agent") return null;
|
||||
if (roll.total !== 1 && roll.total !== 100) return null;
|
||||
|
||||
const providence = roll.total === 1;
|
||||
const d6 = new Roll("1d6");
|
||||
await d6.evaluate();
|
||||
tagRollDice(d6, providence ? "dg2-agency" : "dg2-unnatural");
|
||||
const entry = (providence ? PROVIDENCE : CALAMITY)[d6.total - 1];
|
||||
|
||||
const actorName = roll.actor?.name ?? "The Agent";
|
||||
const rollName = roll.localizedKey ?? "the test";
|
||||
|
||||
const strip = providence
|
||||
? { type: "PROVIDENCE — NATURAL 01", cls: "dg2-msg-providence", icon: "fa-star-of-life" }
|
||||
: { type: "CALAMITY — NATURAL 00", cls: "dg2-msg-calamity", icon: "fa-radiation" };
|
||||
|
||||
const lede = providence
|
||||
? `For one impossible moment, everything breaks <i>${actorName}'s</i> way on <b>${rollName}</b>.`
|
||||
: `On <b>${rollName}</b>, the night turns on <i>${actorName}</i>.`;
|
||||
|
||||
const content = `
|
||||
<div class="dg2-card dg2-crit-event">
|
||||
<div class="dg2-card-strip">
|
||||
<span class="dg2-card-type">${strip.type}</span>
|
||||
<span class="dg2-card-org">${game.i18n.localize("DG2.Chat.EyesOnly")}</span>
|
||||
</div>
|
||||
<div class="dg2-card-title">
|
||||
<span class="dg2-card-name">${entry.title}</span>
|
||||
<span class="dg2-chip"><i class="fas fa-dice-d6"></i> ${d6.total} / 6</span>
|
||||
</div>
|
||||
<p class="dg2-crit-lede">${lede}</p>
|
||||
<p class="dg2-crit-text">${entry.text}</p>
|
||||
</div>`;
|
||||
|
||||
return await ChatMessage.create({
|
||||
content,
|
||||
rolls: [d6],
|
||||
sound: CONFIG.sounds.dice,
|
||||
speaker: ChatMessage.getSpeaker({ actor: roll.actor }),
|
||||
flags: { deltagreen2: { variant: providence ? "providence" : "calamity" } },
|
||||
});
|
||||
} catch (ex) {
|
||||
console.warn("Delta Green 2 | critical event failed", ex);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
+5
-1
@@ -5,6 +5,7 @@ import {
|
||||
tagRollDice,
|
||||
colorsetForPercentileRoll,
|
||||
} from "../integrations/dice-so-nice.js";
|
||||
import { maybeTriggerCriticalEvent } from "../other/critical-events.js";
|
||||
|
||||
const { renderTemplate } = foundry.applications.handlebars;
|
||||
const { DialogV2 } = foundry.applications.api;
|
||||
@@ -410,10 +411,13 @@ export class DGPercentileRoll extends DGRoll {
|
||||
[keyForUpdate]: true,
|
||||
});
|
||||
|
||||
await maybeTriggerCriticalEvent(this);
|
||||
return message;
|
||||
}
|
||||
|
||||
return this.toMessage({ content: html });
|
||||
const message = await this.toMessage({ content: html });
|
||||
await maybeTriggerCriticalEvent(this);
|
||||
return message;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -220,6 +220,10 @@ class AutomationSettings extends SettingForm {
|
||||
default: true,
|
||||
type: Boolean,
|
||||
},
|
||||
criticalEvents: {
|
||||
default: true,
|
||||
type: Boolean,
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
Binary file not shown.
@@ -1,3 +1,3 @@
|
||||
2026/07/16-10:43:02.339226 1702bf000 Recovering log #4
|
||||
2026/07/16-10:43:02.340194 1702bf000 Delete type=0 #4
|
||||
2026/07/16-10:43:02.340235 1702bf000 Delete type=3 #2
|
||||
2026/07/16-22:12:46.376475 17235f000 Recovering log #4
|
||||
2026/07/16-22:12:46.380006 17235f000 Delete type=0 #4
|
||||
2026/07/16-22:12:46.380058 17235f000 Delete type=3 #2
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
2026/07/16-10:42:47.050877 171d97000 Delete type=3 #1
|
||||
2026/07/16-10:42:47.053360 17262f000 Level-0 table #5: started
|
||||
2026/07/16-10:42:47.053724 17262f000 Level-0 table #5: 19547 bytes OK
|
||||
2026/07/16-10:42:47.053835 17262f000 Delete type=0 #3
|
||||
2026/07/16-10:42:47.053915 17262f000 Manual compaction at level-0 from '!adventures!5zf355zpx5s1ux56' @ 72057594037927935 : 1 .. '!adventures!5zf355zpx5s1ux56' @ 0 : 0; will stop at (end)
|
||||
2026/07/16-22:12:46.303554 1737b7000 Delete type=3 #1
|
||||
2026/07/16-22:12:46.305623 17404f000 Level-0 table #5: started
|
||||
2026/07/16-22:12:46.305975 17404f000 Level-0 table #5: 19548 bytes OK
|
||||
2026/07/16-22:12:46.306072 17404f000 Delete type=0 #3
|
||||
2026/07/16-22:12:46.306136 17404f000 Manual compaction at level-0 from '!adventures!5zf355zpx5s1ux56' @ 72057594037927935 : 1 .. '!adventures!5zf355zpx5s1ux56' @ 0 : 0; will stop at (end)
|
||||
|
||||
Binary file not shown.
+1
-1
@@ -15,7 +15,7 @@
|
||||
"discord": "jalensailin"
|
||||
}
|
||||
],
|
||||
"version": "2.0.0",
|
||||
"version": "2.0.3",
|
||||
"compatibility": {
|
||||
"minimum": "13",
|
||||
"verified": "14",
|
||||
|
||||
Reference in New Issue
Block a user